
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
456 lines
11 KiB
C
456 lines
11 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Dalai Felinto
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/blenkernel/intern/collection.c
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* \ingroup bke
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*/
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#include "BLI_blenlib.h"
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#include "BLI_ghash.h"
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#include "BLI_iterator.h"
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#include "BLI_listbase.h"
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#include "BLT_translation.h"
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#include "BLI_string_utils.h"
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#include "BKE_collection.h"
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#include "BKE_layer.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_scene.h"
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#include "DNA_ID.h"
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#include "DNA_layer_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "MEM_guardedalloc.h"
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/**
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* Add a collection to a collection ListBase and syncronize all render layers
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* The ListBase is NULL when the collection is to be added to the master collection
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*/
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SceneCollection *BKE_collection_add(Scene *scene, SceneCollection *sc_parent, const char *name)
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{
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SceneCollection *sc_master = BKE_collection_master(scene);
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SceneCollection *sc = MEM_callocN(sizeof(SceneCollection), "New Collection");
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if (!name) {
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name = DATA_("New Collection");
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}
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if (!sc_parent) {
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sc_parent = sc_master;
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}
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BLI_strncpy(sc->name, name, sizeof(sc->name));
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BLI_uniquename(&sc_master->scene_collections, sc, DATA_("Collection"), '.', offsetof(SceneCollection, name), sizeof(sc->name));
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BLI_addtail(&sc_parent->scene_collections, sc);
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BKE_layer_sync_new_scene_collection(scene, sc_parent, sc);
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return sc;
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}
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/**
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* Free the collection items recursively
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*/
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static void collection_free(SceneCollection *sc)
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{
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for (LinkData *link = sc->objects.first; link; link = link->next) {
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id_us_min(link->data);
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}
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BLI_freelistN(&sc->objects);
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for (LinkData *link = sc->filter_objects.first; link; link = link->next) {
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id_us_min(link->data);
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}
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BLI_freelistN(&sc->filter_objects);
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for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
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collection_free(nsc);
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}
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BLI_freelistN(&sc->scene_collections);
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}
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/**
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* Unlink the collection recursively
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* return true if unlinked
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*/
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static bool collection_remlink(SceneCollection *sc_parent, SceneCollection *sc_gone)
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{
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for (SceneCollection *sc = sc_parent->scene_collections.first; sc; sc = sc->next)
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{
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if (sc == sc_gone) {
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BLI_remlink(&sc_parent->scene_collections, sc_gone);
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return true;
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}
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if (collection_remlink(sc, sc_gone)) {
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return true;
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}
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}
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return false;
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}
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/**
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* Recursively remove any instance of this SceneCollection
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*/
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static void layer_collection_remove(SceneLayer *sl, ListBase *lb, const SceneCollection *sc)
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{
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LayerCollection *lc = lb->first;
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while(lc) {
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if (lc->scene_collection == sc) {
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BKE_layer_collection_free(sl, lc);
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BLI_remlink(lb, lc);
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LayerCollection *lc_next = lc->next;
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MEM_freeN(lc);
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lc = lc_next;
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/* only the "top-level" layer collections may have the
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* same SceneCollection in a sibling tree.
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*/
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if (lb != &sl->layer_collections) {
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return;
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}
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}
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else {
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layer_collection_remove(sl, &lc->layer_collections, sc);
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lc = lc->next;
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}
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}
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}
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/**
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* Remove a collection from the scene, and syncronize all render layers
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*/
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bool BKE_collection_remove(Scene *scene, SceneCollection *sc)
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{
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SceneCollection *sc_master = BKE_collection_master(scene);
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/* the master collection cannot be removed */
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if (sc == sc_master) {
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return false;
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}
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/* unlink from the respective collection tree */
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if (!collection_remlink(sc_master, sc)) {
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BLI_assert(false);
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}
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/* clear the collection items */
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collection_free(sc);
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/* check all layers that use this collection and clear them */
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for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
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layer_collection_remove(sl, &sl->layer_collections, sc);
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BKE_scene_layer_base_flag_recalculate(sl);
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sl->active_collection = 0;
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}
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MEM_freeN(sc);
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return true;
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}
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/**
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* Returns the master collection
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*/
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SceneCollection *BKE_collection_master(Scene *scene)
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{
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return scene->collection;
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}
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/**
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* Free (or release) any data used by the master collection (does not free the master collection itself).
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* Used only to clear the entire scene data since it's not doing re-syncing of the LayerCollection tree
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*/
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void BKE_collection_master_free(Scene *scene){
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collection_free(BKE_collection_master(scene));
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}
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static void collection_object_add(Scene *scene, SceneCollection *sc, Object *ob)
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{
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BLI_addtail(&sc->objects, BLI_genericNodeN(ob));
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id_us_plus((ID *)ob);
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BKE_layer_sync_object_link(scene, sc, ob);
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}
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/**
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* Add object to collection
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*/
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void BKE_collection_object_add(Scene *scene, SceneCollection *sc, Object *ob)
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{
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if (BLI_findptr(&sc->objects, ob, offsetof(LinkData, data))) {
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/* don't add the same object twice */
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return;
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}
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collection_object_add(scene, sc, ob);
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}
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/**
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* Add object to all collections that reference objects is in
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* (used to copy objects)
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*/
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void BKE_collection_object_add_from(Scene *scene, Object *ob_src, Object *ob_dst)
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{
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SceneCollection *sc;
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FOREACH_SCENE_COLLECTION(scene, sc)
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{
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if (BLI_findptr(&sc->objects, ob_src, offsetof(LinkData, data))) {
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collection_object_add(scene, sc, ob_dst);
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}
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}
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FOREACH_SCENE_COLLECTION_END
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}
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/**
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* Remove object from collection
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*/
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void BKE_collection_object_remove(Main *bmain, Scene *scene, SceneCollection *sc, Object *ob, const bool free_us)
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{
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LinkData *link = BLI_findptr(&sc->objects, ob, offsetof(LinkData, data));
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if (link == NULL) {
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return;
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}
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BLI_remlink(&sc->objects, link);
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MEM_freeN(link);
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TODO_LAYER_SYNC_FILTER; /* need to remove all instances of ob in scene collections -> filter_objects */
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BKE_layer_sync_object_unlink(scene, sc, ob);
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if (free_us) {
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BKE_libblock_free_us(bmain, ob);
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}
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else {
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id_us_min(&ob->id);
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}
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}
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/**
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* Remove object from all collections of scene
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*/
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void BKE_collections_object_remove(Main *bmain, Scene *scene, Object *ob, const bool free_us)
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{
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BKE_scene_remove_rigidbody_object(scene, ob);
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SceneCollection *sc;
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FOREACH_SCENE_COLLECTION(scene, sc)
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{
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BKE_collection_object_remove(bmain, scene, sc, ob, free_us);
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}
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FOREACH_SCENE_COLLECTION_END
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}
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/* ---------------------------------------------------------------------- */
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/* Iteractors */
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/* scene collection iteractor */
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typedef struct SceneCollectionsIteratorData {
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Scene *scene;
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void **array;
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int tot, cur;
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} SceneCollectionsIteratorData;
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static void scene_collection_callback(SceneCollection *sc, BKE_scene_collections_Cb callback, void *data)
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{
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callback(sc, data);
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for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
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scene_collection_callback(nsc, callback, data);
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}
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}
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static void scene_collections_count(SceneCollection *UNUSED(sc), void *data)
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{
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int *tot = data;
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(*tot)++;
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}
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static void scene_collections_build_array(SceneCollection *sc, void *data)
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{
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SceneCollection ***array = data;
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**array = sc;
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(*array)++;
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}
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static void scene_collections_array(Scene *scene, SceneCollection ***collections_array, int *tot)
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{
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SceneCollection *sc = BKE_collection_master(scene);
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SceneCollection **array;
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*collections_array = NULL;
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*tot = 0;
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if (scene == NULL)
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return;
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scene_collection_callback(sc, scene_collections_count, tot);
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if (*tot == 0)
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return;
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*collections_array = array = MEM_mallocN(sizeof(SceneCollection *) * (*tot), "SceneCollectionArray");
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scene_collection_callback(sc, scene_collections_build_array, &array);
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}
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/**
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* Only use this in non-performance critical situations
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* (it iterates over all scene collections twice)
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*/
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void BKE_scene_collections_Iterator_begin(Iterator *iter, void *data_in)
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{
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Scene *scene = data_in;
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SceneCollectionsIteratorData *data = MEM_callocN(sizeof(SceneCollectionsIteratorData), __FUNCTION__);
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data->scene = scene;
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iter->data = data;
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scene_collections_array(scene, (SceneCollection ***)&data->array, &data->tot);
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BLI_assert(data->tot != 0);
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data->cur = 0;
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iter->current = data->array[data->cur];
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iter->valid = true;
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}
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void BKE_scene_collections_Iterator_next(struct Iterator *iter)
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{
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SceneCollectionsIteratorData *data = iter->data;
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if (++data->cur < data->tot) {
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iter->current = data->array[data->cur];
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}
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else {
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iter->valid = false;
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}
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}
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void BKE_scene_collections_Iterator_end(struct Iterator *iter)
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{
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SceneCollectionsIteratorData *data = iter->data;
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if (data) {
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if (data->array) {
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MEM_freeN(data->array);
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}
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MEM_freeN(data);
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}
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iter->valid = false;
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}
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/* scene objects iteractor */
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typedef struct SceneObjectsIteratorData {
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GSet *visited;
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LinkData *link;
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Iterator scene_collection_iter;
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} SceneObjectsIteratorData;
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void BKE_scene_objects_Iterator_begin(Iterator *iter, void *data_in)
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{
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Scene *scene = data_in;
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SceneObjectsIteratorData *data = MEM_callocN(sizeof(SceneObjectsIteratorData), __FUNCTION__);
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iter->data = data;
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/* lookup list ot make sure each object is object called once */
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data->visited = BLI_gset_ptr_new(__func__);
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/* we wrap the scenecollection iterator here to go over the scene collections */
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BKE_scene_collections_Iterator_begin(&data->scene_collection_iter, scene);
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SceneCollection *sc = data->scene_collection_iter.current;
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iter->current = sc->objects.first;
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if (iter->current == NULL) {
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BKE_scene_objects_Iterator_next(iter);
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}
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}
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/**
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* Gets the next unique object
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*/
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static LinkData *object_base_next(GSet *gs, LinkData *link)
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{
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if (link == NULL) {
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return NULL;
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}
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LinkData *link_next = link->next;
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if (link_next) {
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Object *ob = link_next->data;
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if (!BLI_gset_haskey(gs, ob)) {
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BLI_gset_add(gs, ob);
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return link_next;
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}
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else {
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return object_base_next(gs, link_next);
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}
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}
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return NULL;
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}
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void BKE_scene_objects_Iterator_next(Iterator *iter)
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{
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SceneObjectsIteratorData *data = iter->data;
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LinkData *link = object_base_next(data->visited, data->link);
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if (link) {
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data->link = link;
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iter->current = link->data;
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}
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else {
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/* if this is the last object of this ListBase look at the next SceneCollection */
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SceneCollection *sc;
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BKE_scene_collections_Iterator_next(&data->scene_collection_iter);
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do {
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sc = data->scene_collection_iter.current;
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/* get the first unique object of this collection */
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LinkData *new_link = object_base_next(data->visited, sc->objects.first);
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if (new_link) {
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data->link = new_link;
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iter->current = data->link->data;
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return;
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}
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BKE_scene_collections_Iterator_next(&data->scene_collection_iter);
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} while (data->scene_collection_iter.valid);
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if (!data->scene_collection_iter.valid) {
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iter->valid = false;
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}
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}
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}
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void BKE_scene_objects_Iterator_end(Iterator *iter)
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{
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SceneObjectsIteratorData *data = iter->data;
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if (data) {
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BKE_scene_collections_Iterator_end(&data->scene_collection_iter);
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BLI_gset_free(data->visited, NULL);
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MEM_freeN(data);
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}
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}
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